// the texel center right (everything is nicely symmetric).
// The approximate magnitudes have been checked against ImageMagick.
float expected_data[size * size] = {
- 0.0046, -0.0068, -0.0611, -0.0068, 0.0047,
- -0.0068, 0.0100, 0.0895, 0.0100, -0.0068,
- -0.0603, 0.0892, 0.7993, 0.0895, -0.0611,
- -0.0067, 0.0100, 0.0892, 0.0100, -0.0068,
- 0.0045, -0.0067, -0.0603, -0.0068, 0.0046,
+ 0.0045, -0.0067, -0.0599, -0.0067, 0.0045,
+ -0.0067, 0.0100, 0.0892, 0.0100, -0.0067,
+ -0.0599, 0.0890, 0.7925, 0.0892, -0.0599,
+ -0.0067, 0.0100, 0.0890, 0.0100, -0.0067,
+ 0.0045, -0.0067, -0.0599, -0.0067, 0.0045,
};
float data[size * size * 4], out_data[size * size];
EXPECT_FLOAT_EQ(1.0, out_data[7 * (size * 3) + 7]);
for (unsigned y = 0; y < size * 3; ++y) {
for (unsigned x = 0; x < size * 3; ++x) {
- EXPECT_FLOAT_EQ(out_data[y * (size * 3) + x], out_data[(size * 3 - y - 1) * (size * 3) + x]);
- EXPECT_FLOAT_EQ(out_data[y * (size * 3) + x], out_data[y * (size * 3) + (size * 3 - x - 1)]);
+ EXPECT_NEAR(out_data[y * (size * 3) + x], out_data[(size * 3 - y - 1) * (size * 3) + x], 1e-6);
+ EXPECT_NEAR(out_data[y * (size * 3) + x], out_data[y * (size * 3) + (size * 3 - x - 1)], 1e-6);
}
}
}
// Require that we are within 10-bit accuracy. Note that this limit is for
// one pass only, but the limit is tight enough that it should be good enough
// for 10-bit accuracy even after two passes.
- expect_equal(expected_data, out_data, dwidth, dheight, 0.1 / 1023.0);
+ expect_equal(expected_data, out_data, dwidth, dheight, 0.12 / 1023.0);
}
TEST(ResampleEffectTest, ReadWholePixelFromLeft) {
}
TEST(ResampleEffectTest, Precision) {
- const int size = 2048;
+ const int size = 1920; // Difficult non-power-of-two size.
const int offset = 5;
// Deliberately put the data of interest very close to the right,
// where texture coordinates are farther from 0 and thus less precise.
- float data[size] = {0};
+ float data[size * 2] = {0};
data[size - offset] = 1.0f;
float expected_data[size * 2] = {0};
for (int x = 0; x < size * 2; ++x) {